PlayStation.Blog » Shuhei Yoshidahttp://blog.us.playstation.com
The official PlayStation Blog for news and video updates on PS3, PS4, PSN, PS Vita, PSPSun, 02 Aug 2015 16:48:56 +0000en-UShourly1http://wordpress.org/?v=4.2.3DRIVECLUB PlayStation Plus Edition Out June 25thhttp://blog.us.playstation.com/2015/06/24/driveclub-playstation-plus-edition-out-june-25th/
http://blog.us.playstation.com/2015/06/24/driveclub-playstation-plus-edition-out-june-25th/#commentsWed, 24 Jun 2015 14:00:36 +0000http://blog.us.playstation.com/?p=157782Hi everyone. After a lot of hard work from the team at Evolution Studios, I’m pleased to announce that we are making the Driveclub PlayStation Plus Edition available to all PlayStation Plus members starting on Thursday, June 25th.

We’ve spent a long time preparing for this launch after some difficult and unexpected set-backs. To make absolutely certain that all players have the smoothest and most stable experience possible we are going to be duly cautious about how we release the game this time around.

Starting on Thursday, all PlayStation Plus members can download Driveclub PS Plus Edition and begin playing the offline mode. Also starting Thursday, we will be rolling out online access to the Driveclub PS Plus Edition and will steadily bring more and more players online while continuously ensuring that all game systems are running smoothly. We know that this might be frustrating after your extra wait already, but hope you can understand that we are taking extra precautions to protect your experience when you do get online. We want to make sure we don’t overload the servers as we invite millions of PS Plus members to download the game tomorrow.

We have to take this precaution because Driveclub connectivity is demanding for a multiplayer game, with countless ever-growing social connections across clubs, challenges, multiplayer, and hundreds of thousands of dynamic leaderboards and activity feeds.

Everybody will have full access to the offline mode of the Driveclub PS Plus Edition while this is happening and we will keep you fully up to speed via driveclub.com with updates on access as we bring everybody online.

Thank you to everyone who has stood by Driveclub during the past year and for everyone who has accepted the extra wait for the PS Plus Edition and the companion app which will come after. The team at Evolution Studios is working incredibly hard to make Driveclub great for you, to get everyone to have fun racing in clubs and continue the evolution of the game with spectacular updates every month. I can’t wait to see all of you enjoying the game online together.

]]>http://blog.us.playstation.com/2015/06/24/driveclub-playstation-plus-edition-out-june-25th/feed/165http://blog.us.playstation.com/wp-content/uploads/2015/06/driveclublead.jpg1.64President, SCE Worldwide Studios1650Project Morpheus: PS4 VR Upgraded, Coming in 2016http://blog.us.playstation.com/2015/03/03/project-morpheus-ps4-vr-upgraded-coming-in-2016/
http://blog.us.playstation.com/2015/03/03/project-morpheus-ps4-vr-upgraded-coming-in-2016/#commentsTue, 03 Mar 2015 23:35:57 +0000http://blog.us.playstation.com/?p=150813Hello from GDC 2015! About a year ago, we unveiled a prototype for Project Morpheus, the virtual reality system for PS4. Since then, we’ve been hard at work making the system even better. I’m pleased to return to GDC with an update on our progress, bringing us one step closer to its consumer release. We believe VR will shape the future of games, and I can’t wait for you to try Project Morpheus when it launches in the first half of 2016.

Our goal with VR is to deliver a sense of presence, making the player feel as though they’ve stepped inside the world of a game. The new Project Morpheus prototype brings us closer to that goal, as it improves the visual experience and tracking accuracy, both of which are critical to achieving sense of presence.

Key changes:

OLED display: In exchange for the 5 inch LCD, the new Morpheus VR headset is equipped with a 5.7 inch 1920 X RGB X 1080 resolution OLED display. This new screen expands the field of view and enables low persistence, removing motion blur.

120hz refresh rate: The previous refresh rate spec has been doubled for this new prototype, which means games for Morpheus can be rendered at 120fps. When combined with the OLED display’s high refresh rate and the power of PS4, Morpheus is able to output amazingly smooth visuals.

Super low latency: We know how critical low latency is to delivering a great VR experience, and we’ve reduced latency to less than 18ms, about half of what the first Morpheus prototype had. Low latency is critical to deliver a sense of presence, at the same time making the VR experience comfortable to players.

More accurate tracking: To make positional tracking more precise, we’ve added three LEDs to the headset – one on the front and two on the side – for a total of nine LEDs to support robust 360 degree tracking.

User-friendly design: We’ve made the Morpheus VR headset easier to put on and take off, with a single band design and quick release button. The headband supports the weight of the unit on the top of your head, so there is no pressure on your face. Other components have also been adjusted and configured to make the headset lighter, so that players do not find the headset cumbersome or uncomfortable to use.

Revealing this new prototype is an important step in our journey to release Project Morpheus, but there is more to come. We’ll share additional details at E3 and beyond. In particular, we’ll show more VR games at E3 and later events as we get closer to launch.

A new dimension of gaming is almost here, and PlayStation again is at the forefront with Project Morpheus.

Hello PlayStation.Blog readers! Today is a very special moment in our history. It’s been 20 years since the launch of the original PlayStation, which released in Japan on December 3rd, 1994. It seems like only yesterday! I’m so glad that we can celebrate this moment together.

20 years is a long time! In 1994, many outsiders thought that Sony was slightly crazy to launch the original PlayStation into an incredibly competitive gaming market. Who could blame them? Sony was (and is!) famous for engineering great electronics, audio equipment, and many other consumer devices. But game consoles?!

Sony Computer Entertainment, founded by my mentor Ken Kutaragi, was a project borne out of sincere passion and deep admiration for the craft of game development. The mid 90s were an exciting time for game developers, driven by the explosion of powerful but affordable 3D graphics rendering hardware and the birth of many young and adventurous development studios. The original PlayStation was meant to embody that sense of adventure and discovery, that sense that anything was possible.

We sincerely thank you for joining us on our exciting 20-year journey. You have made every bump and scrape we took along the way worthwhile. And there’s so much more to come! :D

But I don’t want to go on for too long, because we have a big piece of news to reveal: a very special 20th Anniversary Edition PS4!

How to pre-order in the US: PS4 20th Anniversary Edition will be available in very limited supply for pre-order starting Saturday, December 6th. Please watch the PlayStation Experience keynote starting Saturday morning at 10:00am Pacific Time to learn more. Canadian users can follow PlayStationCA on Twitter to learn more details for availability in their region.

Our friend Sid Shuman has some details in the video above, so be sure to check it out and let us know what you think.

I look forward to celebrating the anniversary and all things PlayStation with you this week in Las Vegas at the PlayStation Experience.

Thanks for a great 20 years, and here’s to 20 more.

]]>http://blog.us.playstation.com/2014/12/03/playstation-turns-20-ps4-20th-anniversary-edition-revealed-2/feed/843http://blog.us.playstation.com/wp-content/uploads/2014/12/LEAD_PS4.jpg4.62President, SCE Worldwide Studios84331DRIVECLUB on PS4 Release Date Revealedhttp://blog.us.playstation.com/2014/04/29/driveclub-on-ps4-release-date-revealed/
http://blog.us.playstation.com/2014/04/29/driveclub-on-ps4-release-date-revealed/#commentsTue, 29 Apr 2014 14:00:40 +0000http://blog.us.playstation.com/?p=131281PS4 exclusive title from Evolution Studios -- DRIVECLUB.]]>Update: We know many of you were looking forward to playing the promised PS Plus Edition and we are truly sorry for the delay. Our first priority is to provide you with the best possible experience while playing DRIVECLUB. With the high volume of new players and additional server load the PS Plus Edition is anticipated to bring, we are currently not confident that we can guarantee the best online experience. Until we can ensure that everyone can enjoy the full social connected online experience, we will be postponing the release of the PS Plus Edition until further notice.

Hi all. It’s a big day for us at Worldwide Studios as we are now in a position to announce a launch date for the much anticipated PS4 exclusive title from Evolution Studios — DRIVECLUB.

The team have been working relentlessly on the game and have captured a new video to showcase just how impressive it’s currently looking. I absolutely loved it, so please watch through to find out the date.

We planned for the game to be ready for early 2014 and are committed to delivering on our ambitious promise of creating a truly innovative, socially connected racing game.

The problem with being ambitious is you have to be prepared to accept there will be challenges along the way. What DRIVECLUB offers has not been previously achieved in this category, and, because of this, the team needed more time to give you the game you’re waiting for.

In addition to the new date, we are also very pleased to announce that as of February 2014, Paul Rustchynsky — better known as Rushy — has been at the helm of DRIVECLUB as Game Director. We appreciate the announcement has come a little late, however we wanted to inform his appointment along with the new date announcement.

His experience when it comes to delivering racing games is impeccable. Previously Game Director on critically acclaimed MotorStorm RC, he has been an integral contributor to all major titles coming out of Evolution Studios since 2004. With Rushy in the lead, we know DRIVECLUB will deliver on its initial promise to be a truly next gen racing title for our PS4 portfolio.

We are really proud of the incredible work the team has produced — their tenacity and passionate pursuit of excellence is admirable, and DRIVECLUB will be all the better for it.

Your anticipation for the title since my last update has been a huge source of motivation for the team at Evolution Studios, and I know they are all extremely grateful for your continued support. Look out for plenty more news on DRIVECLUB in the coming weeks, including a blog update direct from Rushy tomorrow, and don’t forget, the date is in the trailer. I hope you enjoy watching it.

Greetings from GDC 2014! Earlier this evening, I had the pleasure to introduce Project Morpheus, SCE’s prototype virtual reality (VR) system that works with PS4. Virtual reality is the next innovation from SCE that we believe will shape the future of games.

I have long dreamed about VR and the possibilities it brings in regards to game development. This new technology will deliver a sense of presence, where you as the player actually feel like you’re inside the game and your emotions feel that much more real.

Our current prototype for Project Morpheus features a head mounted display with 1080p resolution and a 90 degree field of view. Accelerometer and gyroscope sensors built into the head mounted unit as well as PlayStation Camera accurately tracks head orientation and movement, so as your head rotates, the image of the virtual world rotates intuitively in real-time. Project Morpheus also features our new 3D audio technology that re-creates stereoscopic sounds in all directions and changes in real-time depending on your head orientation. In addition to PlayStation Camera, Project Morpheus works with DUALSHOCK 4 Wireless Controller and PlayStation Move to deliver an easy-to-use, plug-and-play VR experience.

The prototype for Project Morpheus is the culmination of our work over the last 3+ years as we’ve refined our vision for VR. This prototype will serve as the first development kit for PS4 developers that are as enthusiastic about this new medium as we are.

At GDC 2014 this week, attendees will be able to check out Project Morpheus in action at the SCEA booth through a handful of technology demos.

]]>http://blog.us.playstation.com/2014/03/18/introducing-project-morpheus/feed/578http://blog.us.playstation.com/wp-content/uploads/2015/03/LEAD_VR.jpg4.46President, SCE Worldwide Studios5780DRIVECLUB Updatehttp://blog.us.playstation.com/2013/10/18/driveclub-update/
http://blog.us.playstation.com/2013/10/18/driveclub-update/#commentsFri, 18 Oct 2013 09:00:59 +0000http://blog.us.playstation.com/?p=118322Evolution Studios have made the difficult decision to delay the release of DRIVECLUB and DRIVECLUB PlayStation Plus Edition until early 2014. DRIVECLUB will be a truly innovative, socially connected racing game, but the team requires more time in order to deliver on their vision — and I’m fully confident the game will surpass your expectations. ]]>Update: We know many of you were looking forward to playing the promised PS Plus Edition and we are truly sorry for the delay. Our first priority is to provide you with the best possible experience while playing DRIVECLUB. With the high volume of new players and additional server load the PS Plus Edition is anticipated to bring, we are currently not confident that we can guarantee the best online experience. Until we can ensure that everyone can enjoy the full social connected online experience, we will be postponing the release of the PS Plus Edition until further notice.

SCE Worldwide Studios and the team at Evolution Studios have made the difficult decision to delay the release of DRIVECLUB and DRIVECLUB PlayStation Plus Edition until early 2014. DRIVECLUB will be a truly innovative, socially connected racing game, but the team requires more time in order to deliver on their vision — and I’m fully confident the game will surpass your expectations.

This decision also affects PlayStation Plus members’ Instant Game Collection for launch. To be clear, DRIVECLUB PlayStation Plus Edition will still be part of the Instant Game Collection when it is released. For the PS4 launch, in addition to Resogun, I’m pleased to announce that Contrast, the highly anticipated game from Compulsion Games will also be available to PlayStation Plus members for free as part of Instant Game Collection. If you’re not aware of Contrast, it will whisk you away to a surreal vaudevillian, film-noir inspired reality full of performance, intrigue, shadow-play and drama. Please check out the trailer below. I’m sure you’ll agree that it is unlike anything you will have played before.

We’re also offering members access to an exclusive “Open Weekend” trial of Killzone Shadow Fall multiplayer on December 28-29.

We understand that the delay is disappointing news, but can assure you that the reason we have made this decision is to ensure that when DRIVECLUB launches, it will realize the next-gen racing vision. And PlayStation 4 gamers will have no shortage of titles to play this year. At launch alone, we have Killzone Shadow Fall, Knack, Assassin’s Creed IV Black Flag, FIFA 14, Call of Duty: Ghosts, and Battlefield 4 to name but a few, as well as the incredible list of indie games coming to PS4. A broad portfolio of games will be available on PS4 before the end of the year, and with games such as inFAMOUS Second Son, The Order 1886, Destiny, Watch Dogs and now DRIVECLUB coming next year, the strength of the software line-up on PS4 is unprecedented.

DRIVECLUB is a really ambitious racing title and the game is looking stunning. The extra time we’re giving the team means the visuals and overall experience are only going to get better. We can assure you that it will be worth the wait.

]]>http://blog.us.playstation.com/2013/10/18/driveclub-update/feed/192http://blog.us.playstation.com/wp-content/uploads/2013/08/Driveclub-Gamescom-Promo1.jpg2.7President, SCE Worldwide Studios1920DUALSHOCK 4 Revealed: Pushing the Boundaries of Playhttp://blog.us.playstation.com/2013/02/20/dualshock-4-revealed-pushing-the-boundaries-of-play/
http://blog.us.playstation.com/2013/02/20/dualshock-4-revealed-pushing-the-boundaries-of-play/#commentsThu, 21 Feb 2013 02:43:27 +0000http://blog.us.playstation.com/?p=100036Hi Everyone! It’s a special day at PlayStation, and I hope all of you had a chance to watch the livestream of PlayStation Meeting 2013 in New York, where we just unveiled PlayStation 4. One of the most exciting components of our next-generation platform is DUALSHOCK 4, the new wireless controller that combines with PlayStation 4 to deliver new gameplay experiences that have never been possible before.

I’d like to give you a tour of DUALSHOCK 4 and the features that will provide game developers the freedom to create brand new experiences that previously were limited to their imaginations.

Design

DUALSHOCK 4 adopts the familiar form factor of the DUALSHOCK 3 wireless controller with some key enhancements:

L2/R2 buttons on the top of the controller employ a curved design for easier, smoother interaction

A new “Options” button combines the functions of the DUALSHOCK 3’s “Select” and “Start” buttons for operating in-game menus

New Ways to Play, Share and Connect

In addition to these features that build on the controls that you already know, DUALSHOCK 4 offers new features that enable new ways to play, a key part of the PS4 experience. One of the biggest innovations we’ve designed centers on the deep social interactions that will surround all games on PS4.

The “Share” button allows you to easily broadcast your gameplay in real-time through streaming sites such as Ustream, where fellow gamers can comment and even join your game in new ways. For example, if you’re stuck in a difficult level, your friends can offer health potions or special weapons that you can use during gameplay. You can also instantly upload images or video to Facebook by pressing the “Share” button. As both a developer and a gamer, I’m personally excited about the opportunity to get help from friends when facing a challenge, and I can’t wait to see what my friends are playing in real time along with videos of their favorite in-game moments.

On the front side of DUALSHOCK 4 is a light bar with LED that illuminate in various colors to match the color of the character in a game as a simple way to identify players. The colors can also provide useful information to players, such as when their character has taken damage during a game. DUALSHOCK 4 was developed alongside a second peripheral, a dual camera which can sense the depth of the environment in front of it and also track the 3D location of the controller via its light bar. The new camera incorporates four microphones capable of accurate sound detection and source origination, and it will support the PlayStation Move motion controller with more precision than ever before.

DUALSHOCK 4 also has a touchpad at the front of the controller as a new input method, offering more ways to interact with games. Additionally there’s a built-in speaker and headset jack to deliver high-fidelity sound effects from the games. A headset will be bundled with PS4, enabling gamers to chat with friends during online gaming and to hear sound effects from the controller.

There’s a lot built into DUALSHOCK 4, and the features were all thoughtfully designed with input from the development community (both our internal studios and third parties) and PlayStation gamers. Our goal was to give game creators an open canvas to express their ideas, and DUALSHOCK 4 combined with DUALSHOCK 4 will help us achieve the future of gaming that we at PlayStation see ahead of us.

]]>http://blog.us.playstation.com/2013/02/20/dualshock-4-revealed-pushing-the-boundaries-of-play/feed/365http://blog.us.playstation.com/wp-content/uploads/2013/02/PS41.jpg4.59President, SCE Worldwide Studios3650PlayStation 4 Developers: The Shape of Things to Comehttp://blog.us.playstation.com/2013/02/20/playstation-4-developers-the-shape-of-things-to-come/
http://blog.us.playstation.com/2013/02/20/playstation-4-developers-the-shape-of-things-to-come/#commentsThu, 21 Feb 2013 02:08:46 +0000http://blog.us.playstation.com/?p=100132watch it here if you missed it) and getting a sneak peek at the future of PlayStation gaming: Watch_Dogs, Killzone: Shadow Fall, inFAMOUS: Second Son, and many more. Are you as excited as I am?!
PlayStation 4 will be incredibly powerful but elegant and easy to use, empowering game developers to create innovative gaming experiences we can only begin to imagine. As we prepared for today’s PlayStation Meeting, we asked some of the top game designers in the world to share their inspirations and ambitions for PlayStation 4. Please watch the video below to see the shape of things to come.]]>Hi, PlayStation fans! I’ve been looking forward to this day for quite some time. It’s true, PlayStation 4 is coming! I hope you enjoyed watching our PlayStation Meeting live on PlayStation.Blog (you can watch it here if you missed it) and getting a sneak peek at the future of PlayStation gaming: Watch_Dogs, Killzone: Shadow Fall, inFAMOUS: Second Son, and many more. Are you as excited as I am?!

PlayStation 4 will be incredibly powerful but elegant and easy to use, empowering game developers to create innovative gaming experiences we can only begin to imagine. As we prepared for today’s PlayStation Meeting, we asked some of the top game designers in the world to share their inspirations and ambitions for PlayStation 4. Please watch the video below to see the shape of things to come.

]]>http://blog.us.playstation.com/2013/02/20/playstation-4-developers-the-shape-of-things-to-come/feed/83http://blog.us.playstation.com/wp-content/uploads/2013/02/dev.jpg4.72President, SCE Worldwide Studios830Treasure Park for PS Vita: How to Play Like a Prohttp://blog.us.playstation.com/2012/10/15/treasure-park-for-ps-vita-how-to-play-like-a-pro/
http://blog.us.playstation.com/2012/10/15/treasure-park-for-ps-vita-how-to-play-like-a-pro/#commentsMon, 15 Oct 2012 15:00:25 +0000http://blog.us.playstation.com/?p=87571Treasure Park (although I can also be found searching for Drake’s Fortune in the Golden Abyss).
I’m always on the lookout for new challengers, so today I’d like to share some of my experience with fledgling treasure hunters around the globe so that one day, you too might become a world-class pro.]]>

Hi everyone! I’ll let you into a secret. When I’m not busy in my role as President of Worldwide Studios I live a secret double life! I’m a pro treasure hunter and was even at one point ranked number one in the world. My specialist field is an app only available on PS Vita called Treasure Park (although I can also be found searching for Drake’s Fortune in the Golden Abyss).

I’m always on the lookout for new challengers, so today I’d like to share some of my experience with fledgling treasure hunters around the globe so that one day, you too might become a world-class pro.

Step 1:

When hunting for treasure, it’s very important to bear in mind the concept of pieces. There are four different pieces hidden on a sheet; at the start, you’re told the colors of where some parts of these pieces lie. This information is very important!

Let’s focus on the bombs. In this example shown above, blue and yellow are risky colors.

Step 2:

There are two bombs lurking somewhere among the blue squares and one bomb somewhere in the yellow squares. Let’s plot these out – a true pro never rushes in blindly.

Here I’ve tapped on a red square and revealed some medals. I’m also given some information about the surrounding squares – if something is hidden there, a treasure chest icon appears. We know what’s on the right won’t be a bomb, but as the square on the left is yellow there’s a chance a bomb could be hiding there…

I need some more clues, so I’m going to tap another color I know is safe.

Step 4:
This time, there’s nothing to be found in the orange square I’ve tapped but I can see there’s something hidden in the square directly to the right. Taking note of squares where nothing is hidden is just as crucial to unravelling the puzzle.

From the clues I have now, I’ve deduced the whereabouts of the L-shaped piece. Can you work it out too?

But let’s get back to tracking down the all-important treasure…

Step 5:

I know that the treasure is diagonally opposite an orange square, so let’s work out the potential candidates.

Step 6:

Now to narrow it down further…

The square I’ve just tapped on has revealed more medals. There are also three medal squares contained within the treasure piece. So my next tip is to remember that where there are lots of medals there’s bound to be treasure!

Step 7:

Okay, so now I’ve worked out the location of the 2×2 piece. However, you only get five guesses on each sheet and it’s my last chance. In this case, I need to go with my gut instinct.

Step 8:

Great – I got the treasure! Once you’ve run out of turns you’re able to see where all the pieces were hidden. Looks like my analysis was spot on!

If you’ve been able to keep up with me so far, you’ll have the tools you need to graduate from treasure hunter beginner’s school. But don’t stop there! There are hundreds of skilled treasure hunters around the globe, and you can use group messaging or “near” to swap sheets with other hunters around you and hone your skills.

If you need any further sheet-building tips to help you progress to the next rank just let me know in the comments and I’ll see what I can do!

I should also mention that since system software version 1.80, Wi-Fi PS Vita systems can determine your location by scanning nearby Wi-Fi access points – so whether you’ve got the 3G or Wi-Fi flavor of PS Vita you can embark on a truly global treasure hunt!

]]>http://blog.us.playstation.com/2012/10/15/treasure-park-for-ps-vita-how-to-play-like-a-pro/feed/49http://blog.us.playstation.com/wp-content/uploads/2012/10/LEAD_TP.jpg4.36President, SCE Worldwide Studios4925The Legend of Dragoon Coming to PSN: RPG Classic Reborn May 1sthttp://blog.us.playstation.com/2012/04/11/the-legend-of-dragoon-coming-to-psn-rpg-classic-reborn-may-1st/
http://blog.us.playstation.com/2012/04/11/the-legend-of-dragoon-coming-to-psn-rpg-classic-reborn-may-1st/#commentsWed, 11 Apr 2012 15:59:25 +0000http://blog.us.playstation.com/?p=73651The Legend of Dragoon was one of the last projects I worked on as a producer in Japan Studio and by far the biggest team I managed hands-on. We started the project in 1996 with only a handful of people, hired one by one as we were building up teams for Ape Escape, The Legend of Dragoon, and Ico simultaneously. During the peak of the game’s development, we had well over 100 people working internally in the studio on The Legend of Dragoon -- for a PSone game! We had roughly 10 artists dedicated just to drawing concept art for this gigantic RPG. As the game contained lots of pre-rendered maps and full-motion videos, we were forced to spread the content over four CDs, which was the maximum number of discs that the fattest PSone game case could hold.
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The Legend of Dragoon was one of the last projects I worked on as a producer in Japan Studio and by far the biggest team I managed hands-on. We started the project in 1996 with only a handful of people, hired one by one as we were building up teams for Ape Escape, The Legend of Dragoon, and Ico simultaneously. During the peak of the game’s development, we had well over 100 people working internally in the studio on The Legend of Dragoon — for a PSone game! We had roughly 10 artists dedicated just to drawing concept art for this gigantic RPG. As the game contained lots of pre-rendered maps and full-motion videos, we were forced to spread the content over four CDs, which was the maximum number of discs that the fattest PSone game case could hold.

It took nearly three years to build the team and develop the game, which was released in December 1999 in Japan and June 2000 in the US. As I moved from Japan to the US in March 2000, I was able to personally handle the game’s release in both Japan and the US. Following the game’s launch in Japan, we learned from players that certain parts of the game were too difficult. The team re-balanced the gameplay for the release outside of Japan, so the US version was the complete version of the game that we were all proud of.

I still occasionally hear from fans of The Legend of Dragoon, and many want to know if there is a sequel. LOD2 was put into preproduction after I left the Japan Studio, but was eventually cancelled for some unknown reason, and the team members moved on to different projects. Some people still work in the Japan Studio, so we talk about the memories of developing LOD when we see each other at company functions.

It’s great to see the game being prepared for release as a PSone Classic on PSN, which means that fans can revisit the world whenever they want. Maybe it’ll make a new fans, too. Long live LOD!